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- Add more logging around failures in ADPCM decode - Remove superfluous logs #rb jimmy.smith #rnx #jira UE-145250 #preflight 6230cac1cf609c54b1e5ae8e #p4v-cherrypick 19390151 [CL 19394411 by rob gay in ue5-main branch]
46 lines
1.0 KiB
C++
46 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IAudioCodec.h"
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#include "UObject/NameTypes.h"
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#include "AudioDecompress.h"
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class ICompressedAudioInfo; // Forward declares.
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namespace Audio
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{
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struct FBackCompatInput : public IDecoderInput
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{
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FName OldFormatName;
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FSoundWaveProxyPtr Wave;
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mutable FFormatDescriptorSection Desc;
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mutable TUniquePtr<ICompressedAudioInfo> OldInfoObject;
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FBackCompatInput(
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FName InOldFormatName,
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const FSoundWaveProxyPtr& InWave)
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: OldFormatName(InOldFormatName)
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, Wave(InWave)
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{
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}
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bool HasError() const override;
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bool IsEndOfStream() const override;
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ICompressedAudioInfo* GetInfo(
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FFormatDescriptorSection* OutDescriptor = nullptr) const;
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bool FindSection(FEncodedSectionBase& OutSection) override;
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int64 Tell() const override;
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bool SeekToTime(const float InSeconds) override;
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TArrayView<const uint8> PeekNextPacket(
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int32 InMaxPacketLength) const override;
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TArrayView<const uint8> PopNextPacket(
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int32 InPacketSize) override;
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};
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}
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